// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); BMPlayer = player.GetComponent <BMPlayer> (); //soldier = GameObject.transform.parent; VassalList = soldier.GetComponent <VassalList> (); Vassals = VassalList.Vassals; }
// Use this for initialization void Start() { player = GameObject.Find("BloodMage"); BMPlayer = player.GetComponent <BMPlayer> (); enemySpawners.AddRange(GameObject.FindGameObjectsWithTag("EnemySpawner").OrderBy(spawner => spawner.name).ToList <GameObject>()); allowSpawn = true; }
// Use this for initialization void Start() { player = GameObject.Find("BloodMage"); BMPlayer = player.GetComponent <BMPlayer> (); EnemyList = player.GetComponent <EnemyList> (); CamPoints.AddRange(GameObject.FindGameObjectsWithTag("CamPoint").OrderBy(overview => overview.name).ToList <GameObject>()); currentCamPoint = transform.position; offset = new Vector3(player.transform.position.x, 4.25f, -3.0f); followPlayer = false; proceedPoints.AddRange(GameObject.FindGameObjectsWithTag("ProceedPoint").OrderBy(point => point.name).ToList <GameObject>()); proceedPoints [0].GetComponent <ParticleSystem> ().Stop(); }
void Start() { rb = GetComponent <Rigidbody> (); VNav = GetComponent <UnityEngine.AI.NavMeshAgent> (); player = GameObject.FindGameObjectWithTag("Player"); BMPlayer = player.GetComponent <BMPlayer> (); BMPlayerMovement = player.GetComponent <BMPlayerMovement> (); EnemyList = GetComponent <EnemyList> (); BMCamera = Camera.main.GetComponent <BMCamera> (); alive = true; allowAttack = true; allowFollow = true; }
void Start() { BMPlayer = GetComponent <BMPlayer> (); }
void Start() { PlayerBehavior = GetBehaviorManager() as BMPlayer; }